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Idle Space Raider

Idle Space Raider

by Coconut Shavers

★ 74%
Price Free
Avg Players 16
Reviews 246
Released Feb 5, 2019
CasualClickerFree To PlayFree to Play
View on Steam ↗

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Idle Space Raider tasks you with gradually strengthening your ship and station through missions, mining, and combat while unlocking research and automation systems. The core loop involves completing raids, returning to base for upgrades, and eventually automating core tasks like shipyard improvements to watch your power scale passively. Best suited for players comfortable with idle games who enjoy setting up automation chains and checking in regularly on long-term progression.

About this game

What players are saying

▼ Not recommended 533 hrs
This is the kind of idle game that doesn't meaningfully support active play, nor offline idling. You gotta keep it open and running in the background, despite the fact that the game's entire design is based around advancing automation of the gameplay components. If you want an idle game you don't have to put any thought into, you can consider this one, as it's not inherently bad.

That said, the game suffers from terrible balancing [expect significant stalling, and emphasizing certain upgrades over others], and- despite a varied assortment of upgrade sections- is extremely limited in design. Why can the enemies not fight back, thus also allowing us to consider defensive upgrades? Why are there no variations to the gameplay? Why are upgrades extremely meaningless in their effect, after a point, other than key ones [such as weapons] of which there are just not enough opportunities to upgrade or receive upgrades via drops? And once again, what is with that terrible progression pacing?

Patience and dealing with monotony aren't things I have the slightest bit of trouble with, but by the time this game became thoroughly mindnumbing and stagnated in its progression, I was only glad to leave it behind, without any lingering considerations for it. As such, while this game isn't inherently bad [and a lot of the criticisms I've seen in the reviews seem to misunderstand how certain systems actually work], and even has a good design framework, it's so niche in its long-term appeal that I can't imagine it to anyone except those who are completely enthused about the idea of a game they only have to check three times a day, and that just to implement the most minor of tweaks to.

Well, the early stages of the game were a lot better, of course, and the developer seems to regularly rebalance game elements (in fact, I get a good impression of their investment in the game's development overall, even if I'm less favorable towards the game's current design depth). So it's not a complete write-off, either. If the developer makes existing features more robust, expands on the core of the gameplay, better caters to both active and offline elements, and better balances progression, I imagine I wouldn't have any reason not to move this over to a Recommended.

Aside from the first few days of play, the time investment in this game is pretty meaningless, after you've gotten the game's automation elements upgraded. Given the subjectiveness of the game's weaknesses and the game being free to play, I can't say the game isn't worth a try.
But I can only say that to the most dedicated of idle players- because, again, even as one of those, I found this a particularly dull offering, even if it wasn't near as troubled [eg, by paid elements, interface issues, underdeveloped components, or so forth] as other notable idle offerings.

Again, not saying this game is bad, persay. If you've any inclination to try it regardless of this review, then you probably should. With my having clarified how the game only gets worse balanced and stagnated as it goes on, you should be able to more readily develop a clear idea of when you're done with the game.

On the other hand, if you're not into idle games to begin with, I can't see this offering at all being the one to bring you into the fold, and I can see it being one that'd reinforce negative impressions of the genre [or at least, of its ability to be stimulating, engaging, or creative].
64 found helpful Steam ↗
▲ Recommended 295 hrs
(This review will be updated over time)

14th May 2019:

Yesterday I started a Stargate run, where I have fully automated the Shipyard upgrading process via Shipyard Automation. This Stargate is about 30% done now and has gone well. I love the automation capabilities in this game, where you can see your progress go up and up with little input from you.

You still have to buy skills, switch items out (if necessary for your build), level Stargate and Void Lab, but this game is basically what a true idle game looks like.

21st March 2019:

The game got a new Shipyard upgrade that takes into account your run duration and gives a multiplier to your earned SP. It takes into account offline progression, so now people who can't leave the game open a lot will have a really powerful multiplier for themselves that is better than offline progression would ever be.

5th February 2019:

I've played the game since closed alpha and seen it being built over time.

I find this to be one of the more interesting pure idle games available on Steam. It includes a lot of different features that work well together - They enhance each other. Each feature uses a different currency, so you have to do different things to enhance them giving you a small challenge at balancing everything.

The game includes an automation feature with fully automatic play (even does regular first-stage resets for you) and you can upgrade it over time making it more and more efficient.

I would say that if you're looking for an incremental for long-term play (1000+ hours) that will still keep its variety up after a long time, then this is definitely a game to look into.
28 found helpful Steam ↗
▲ Recommended 25 hrs
Sadly, this game seems to be getting hate from steam players who start up the game knowing absolutely nothing about idle games, as well as the learning curve putting of players... But really, this idle game truly holds some promise. As a dude who's been playing idle games for years, I am indeed looking forward to this game as long as it'll be developed over time - as most successful idle games follow the trend.
21 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Updates 1.4.4

2512 days ago
Fix legendary ammo mod combine x9 Add more levels for automation upgrades. Interval and levels per interval for weapons, researches, auto mission completion, mining contracts and squads Fix curator captain bonus from +0.9 to x0.9 Add time limit for fire rate debuff of tazer to be limited to 10 seconds (i wasn't able to repro that bonus not completely cleared, so added this limit as possible fix) Fix extra turret chance ammo mod Fix possible crash on ability swap Properly update levels to buy for shipyard upgrades on shipyard lvl up Fix void lab bonus active even when not purchased Some minor fixes in ui and logic i don't remember :)

Updates 1.4.0-1.4.1

2632 days ago
Stargate has max level now (20): 1 Mythic ship per race 1 Crew member per race 1 Mythic module per race 5 Mythic ammo mods per race. 2 Minor and 3 Major (some are higher tier versions of existing and some are new) More upgrades Max module augment level increase Void lab access and void upgrades (any race lvl 20 needed + some upgrades require specific race lvl 20) Other changes: New module augments Max level of crew memebers increased Max level of modules increased New automation: weapon tiers New automation: ammo mod refill New automation: shipyard Automation UI layout changed list -> grid Reduced ammo drop rates and duration bonuses (+ reduced duration increase per rarity) Added scaling of max level based on TARL for SP upgrade that boosts ammo mod duration and sp on reset Valorians Particle Accelerator now addes bonus to crit damage instead of projectile speed (becase of great increase of base proj speed) Automation timers Starting section levels are based on max player level this stargate reset Min section level after reset is 1 Starting SP upgrade levels are based on max player level this stargate reset Starting weapon/modules/abilities SP upgrade levels are also based on TARL (selected max between player level and tarl) Increased limits for most automations (and amount per level for some) Some small fixes

Update 1.3.1

2645 days ago
Starting game speed up. Higher damage, less required completions, buffed starting auto-cannon and increased speed of all projectiles. Attention! 1.3.1 have a freeze problem, so if you updated to it already tehn please check for updates again, version is same but with freeze is fixed.

Posts come from Steam's official announcements feed.

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